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Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Thu Aug 09, 2012 11:09 pm
by ARCTroopaNate
True, a suggestion would be slowing it down but keeping it at regular health, a vulnerable target, can do a lot of damage but is an easy kill for enemies. Perhaps, no grenades and/or pistol as well.
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Fri Aug 10, 2012 12:14 am
by kinetosimpetus
But then they would be too similar to the elite units I already have for the heavy repeaters, and also, the Z-6 does a ton of damage, so even elite units carrying it will need to be slowed down in the future.
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Fri Aug 10, 2012 12:24 am
by ARCTroopaNate
Ah, well then, you can scrap my idea I guess...
Thanks for listening and responding!
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Sun Aug 19, 2012 1:30 pm
by kinetosimpetus
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Sun Aug 19, 2012 1:44 pm
by ARCTroopaNate
Nice! It seems that the coloring on it is more subtle than the Phase 1 Clone, is that by design?
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Sun Aug 19, 2012 1:53 pm
by kinetosimpetus
Yes. I figure the legion starts to run low on paint and so uses less on the phase 2 armor.
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Sun Aug 19, 2012 2:07 pm
by ARCTroopaNate
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Sun Aug 19, 2012 4:10 pm
by kinetosimpetus
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Sun Aug 19, 2012 5:26 pm
by yuke5
I love the simplicity, yet the beauty made by that skin. Awesome work Kino!
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Mon Aug 20, 2012 1:45 am
by Cerfon Rournes
The skins are amazing...

Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Sun Aug 26, 2012 5:38 pm
by Marth8880
Those are looking great!

Please don't tell me the shine on the visors are textured in, though...

Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Wed Sep 26, 2012 12:03 pm
by Lagomorphia
kinetosimpetus wrote:Trando/Swamptrooper: Shotgun, Knives.
Vibrosword or electrostaff is more Imperial in style. A vibrodagger is more in the Rebel style.
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Tue Oct 09, 2012 4:02 pm
by Zapattack1234
I agree the skins look great
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Tue Oct 09, 2012 4:52 pm
by kinetosimpetus
Well now... it's been a while, but I haven't done absolutely nothing on this mod, so, mini update. I got a script set up so I can add lua weapons and other fancy nonsense in one spot instead of copying it across a bajillion separate scripts. Currently has Force Drain and Ion Cannon set up in it, and I'm experimenting with a Mind Trick, and there are several other things I intend to script up for use in all maps and modes.
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Tue Oct 09, 2012 5:37 pm
by Zapattack1234
Sounds awesome good luck

Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Tue Oct 09, 2012 10:17 pm
by kinetosimpetus
I have a couple quick lua questions...
Is there a way to get a class's PointsToUnlock? If not I can think of another way... but... this would be much simpler.
And in OnObjectDamage events, is there a way to get the amount of damage done?
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Tue Oct 09, 2012 10:34 pm
by Locutus
kinetosimpetus wrote:And in OnObjectDamage events, is there a way to get the amount of damage done?
Mhh, I can't think of a good way to do this but if you only have a few objects you want to do this for, then you could do this on game start:
object1 = GetObjectHealth("object")
And then in OnObjectDamage
dif = object1 - GetObjectHealth("object")
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Wed Oct 31, 2012 3:10 pm
by kinetosimpetus
Thanks, but (I should have mentioned this explicitly before I suppose...) I need it for damage done to units and stuff, so I can't predefine the objects. The other way I was thinking of is to list every relevant weapon and its base damage in a lookup table, which I'm already half doing anyway... or I could simply make up a single number to use all the time but it wouldn't be exactly what I wanted.
More info on what I'm trying to do in case it's helpful.
With a select set of weapons, which do a couple different amounts of damage, any time they hit something, I want to enhance the damage they do, preferably based on the actual damage, otherwise I could hardcode a table or just add a fixed amount.
With the PointsToUnlock, I want to change it every time a unit spawns with PTU other than 0, and by different amounts depending on original PTU. Could be hardcoded as well, but would prefer to script it.
EDIT: Question about flyers. Is is possible to allow a flyer to do the side roll trick, but not the immelman trick? If so, what code controls this?
I'm working on adapting gunships for ground maps and I'd kinda like to allow the side roll but not immelman.
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Wed Oct 31, 2012 3:15 pm
by Marth8880
Those are all the parameters, but I forgot: can the stock LAAT gunships do rolls and/or immelmans? (Immelmans? Immelmen?

)
Code: Select all
Flyer
FLYERSECTION
BODY
TURRET
TURRET1
TURRET2
TURRET3
TURRET4
TURRET5
TURRET6
TURRET7
TURRET8
GeometryName
FirstPerson
NoCombatInterrupt
SoldierCollision
OrdnanceCollision
VehicleType
AnimationName
Acceleration
Acceleraton //HACK support old typo
BoostAcceleration
MinSpeed
MidSpeed
MaxSpeed
BoostSpeed
StrafeSpeed
PitchRate
PitchFilter
PitchFilterDecel
TurnRate
TurnFilter
TurnFilterDecel
PitchBuildupMultiplier
TurnBuildupMultiplier
ThrustPitchAngle
StrafeRollAngle
BankAngle
BankFilter
LevelFilter
LevelFilterLanding
RollRate
RollRateAccel
TakeoffHeight
TakeoffTime
TakeoffSpeed
LandingTime
LandingSpeed
LandedHeight
CollisionThreshold
CollisionScale
CollisionInflict
WeaponSection
Weapon
WeaponName
WeaponAmmo
WeaponShareAmmo
WeaponShareHeat
WeaponChannel
ExplosionCritical
Explosion
ExplosionName
ExplosionDestruct
ThrustEffect
ThrustEffectMinScale
ThrustEffectMaxScale
ThrustEffectScaleStart
ThrustAttachPoint
ThrustAttachOffset
ContrailEffect
ContrailAttachPoint
ContrailAttachOffset
ContrailEffectMinSpeed
ContrailEffectMaxSpeed
ContrailEffectMinScale
ContrailEffectMaxScale
BlurEffect
BlurStart
FinAnimation
PassengerSlots
FOVEffect3rd DEG
FOVEFFectMinCamOffset3rd
FOVEFFectMaxCamOffset3rd
FOVEffect1st DEG
EnergyAutoRestore
EnergyBoostDrain
EnergyTrickDrainSingleTap
EnergyTrickDrainDoubleTap
TrickRollSpeed
TrickFlipSpeed
TrickFlipCameraDetach
TrickSideRollCameraDetach
TrickSideRollStrafeSpeed
MomentumFilter
FreeFlyTime
TrickTimeMid
TrickTimeRange
CircleATATFrequency
SquadronMaxAngle
SquadronDistance
TimeRequiredToEject
EjectResistance
TimeTilReboard
NeverCrashWhenUnpiloted
GuidedMissile
GuidedMissileDamage
GuidedMissileDamageBoost
HealthScale
ArmorScale
PersonScale
AnimalScale
DroidScale
VehicleScale
BuildingScale
ShieldScale
GuidedMissileDeathCamPause
GuidedMissileDeathCamPullbackSpeed
GuidedMissileDeathCamMinDistance
GuidedMissileBoostExplosionSpeedThreshold
TrickSound
FlipSound
Re: [WIP] 153rd Legion Mod [update 5-07]
Posted: Wed Oct 31, 2012 3:26 pm
by kinetosimpetus
No, the stock gunships don't do tricks.
Here's the code I have in there right now, and I'd think it would allow both tricks, but neither are available ingame. Could the CommandFlyer class not allow tricks?